Such high praise! My game making skills are but a humble pebble next to the VR mountain you live upon!
I committed a cardinal programmer sin and didn't backup the project via Git or ANYTHING. So there were some scripts I planned on changing to make some small quality of life updates but then I thought about it and was like... If I break it... I dont have a backup...so I'll just leave it as is.
I also felt that the 3 catches per camper were a bit much. I wanted to update it so that you only had to catch 1 camper at point beta and 1 at point omega after you completed point alpha. It wasn't a hard fix but would require me messing around with the script a bit to let me choose the order of the player PER jump point.
I actually envisioned a point Lambda/Epsilon which was in the clouds and I wanted to make an elevator you could get on to get to it, but that was breaking the scope of the game. In fact I only had point Alpha for most of development. It was only the very last 2 days where I thought... gee I better add some more jump points if this is going to have any novelty beyond 2 minutes.
The tickbox is duly noted. I even wrote down that I would have a different explanation appear when Manual or Automatic mode was triggered so that you could see which one was enabled and what the difference was. Pure laziness on my part. Bad Dev! Bad Bad Dev!
The rendering issue is definitely the water shader. The water asset that came with the nature asset I used wasn't meant for VR so im sure that is where the issue is happening.
Viewing post in Camp Trustfall jam comments
lol - you're definitely not a pebble, you're climbing the VR mountain with me my friend!
It may surprise you, but I don't use GIT or anything either! (shocker, I know) - I find it slows down the development progress rather than improve it. Basically, all you need is to take regular back ups of the project's assets (usually just the scripts) and that's enough if you ever revert back to a working version if you get into a mess.
Thanks for explaining the level process and where it was going to go... Yeah, I get it now, if there was an extra, super high level you jump off after travelling up on a elevator (oh, that sounds familiar ;) ) then the difficulty ramp up makes more sense. Shame that didn't go in, I would've like to have seen that.
Still, it's a really super polished and fun game regardless, it's close to being release ready. I reckon with a bit more work you could probably make that a full game release.